We don't use maps for battles but 4 zones of combat Touch, Reach, Missile, Out of range. Slow weapons like pole arms do double damage against opponents that change zones but sugfer -5 to hit when you change zones. Players and monsters can change zones but can also force others to change zones. Massive creatures can move players to other zones as a consequence of doing damage. Other dimensional beings that only manifest as tentacles don't really do any damage they just move characters up to 2 zones. dropping characters can caise fall damage. Otough and Neo-otough flop characters around like hulk attacks loki changing zones and forcing fall damge to them. Ghouls are dumb undead, but ghasts are smarter and push characters through holes on the floor. Ettins throw characters up into trees making them climb down during combat. I also change damage to make it more cinematic. Myconoids don't do any damage but infect the character with 1d4 spores with a u6 effect. the characters need to burn or scrape off the spores. Each time the u6 triggers the damage to clear the spores chabges. 1 hit per spore, 1d2 per spore, 1d4 per spore, 1d6 per spore, 1d8 per spote plus 1 cloud of new spores burst from the character, 1d10 per spore plus cloud, 1d12 per spore plus cloud and the fungus have grown to the point of making attacks difficult (-5), 1d20 per spore... Imagine Herman the thief separated from the party alone in a side cavern with 2 hitpoints left luckily he has 1 healing potion and a 1d12 growth on his thigh... I use these things both like Tucker's Kobalds to make mundane creatures more of a threat and to scale down tougher opponents. An iron golem might do 2d10 damage and push anyone 2 zones away instead of doing 4d10 damage. Don't be afraid of doing things a little different. But telegraph to your players they can do unusual things too. Push ghasts into those holes into the floor. Lead the iron golem into a corridor where it cans swing that massive sword. (Throw that dead rust monster at the iron golem...)